Wizard's Foot: Difference between revisions

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In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 59 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot completely exposed making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  
In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 59 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot completely exposed making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  


If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to do anything noteworthy.   
If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage, it can only hit opponents on the ground and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to be in an advantageous position.   


These factors make using aerial Wizard's Foot as an attack incredibly situational attack as it is incredibly unsafe and difficult to land. This is further compounded with Ganondorf's down aerial as while down aerial is a [[meteor smash]], it is much safer and stronger, making it the preferred option overall. Wizard's Foot is more consitently rewarding if it lands on an opponent off stage due to its spiking properties but down aerial is much more rewarding on stage and the risk for doing it is much lower.
These factors make using aerial Wizard's Foot as an attack incredibly situational attack as it is incredibly unsafe and difficult to land. This is further compounded with Ganondorf's down aerial as while down aerial is a [[meteor smash]], it is much safer and stronger, making it the preferred option overall. Wizard's Foot is more consitently rewarding if it lands on an opponent off stage due to its spiking properties but down aerial is much more rewarding on stage and the risk for doing it is much lower.
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